Amiri

Karrn's page

67 posts. Alias of Lazaro.


About Karrn

Half-Elf Wild Sorcerer Daggermaster Level 11
Male Medium natural humanoid
Initiative +9 Senses Passive Perception 15; Passive Insight 17; Perception +5; low-light vision
HP 87 (37+60), Currently 87, Temp ; Bloodied 43
Healing Surges 8/day, Currently 7; Regain 21 hit points
AC 24; Fortitude 20, Reflex 23, Will 25
Speed 6
Action Points 1, Currently 1

+2 Mage's weapons katars At-Will * Off-hand, High Crit, Weapon
+11 vs. AC; 1d6 + 3.
Critical: +2d6
Critical: +2d6
Property: Anyone proficient with simple weapons or the
dagger is proficient with this weapon.
Power (Encounter): Minor Action. You can expend an
arcane encounter power to regain the use of a martial
encounter power you know of up to the same level.
Special: You can use an unarmed attack as a weapon to
make a melee basic attack.

Dragonfrost At-Will * Arcane, Cold, Implement
Melee and Ranged 10; +13 vs. Fortitude; 1d8 + 13 cold damage, and you push the target 1 square.
Special: This power can be used as a melee basic and ranged basic attack.

Chaos Bolt At-Will * Arcane, Implement, Psychic
Ranged 10; +13 vs. Will; 1d10 + 13 psychic damage.
Wild Magic: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the
target last hit by this power.
+13 vs. Will; 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack. You can attack a creature only once with a single use of this power; see socerous blade channeling.

Twin Strike At-Will * Martial, Weapon
Melee or Ranged 10
Requirement: You must be wielding two melee weapons or a
ranged weapon.
One or two creatures; +11 vs. AC, two attacks; 1d6 damage per attack.

Tempest Breath Encounter * Acid, Arcane, Implement
Close blast 3; Each creature in blast; +13 vs. Reflex; 2d6 + 13 acid damage, and the target can’t gain combat advantage against any creature until the end of your next turn.

Ice Dragon’s Teeth Encounter * Arcane, Cold, Implement
Area burst 1 within 10 squares; Each creature in burst; +13 vs. Reflex; 2d8 + 13 cold damage, and the target is slowed until the end of your next turn.

Crushing Sphere Encounter * Arcane, Force, Implement
Area burst 1 within 10 squares; Each creature in burst; +13 vs. Reflex; 2d6 + 13 force damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.

Critical Opportunity Encounter, Minor Action * Martial, Weapon
Requirement: You must be wielding a dagger and have scored a critical hit with a dagger against an enemy during this turn.
Target: The same creature you hit with a critical hit
+14 vs. AC; 3d6 + 6 damage

Dazzling Ray Daily * Arcane, Implement, Radiant
Ranged 10; +13 vs. Will; 6d6 + 13 radiant damage.
Wild Magic: If you rolled an even number on the attack roll, the target takes a -4 penalty to attack rolls against you (save ends).
Miss: Half damage; see socerous blade channeling.

Thunder Leap Daily * Arcane, Implement, Thunder
Close burst 1; Each creature in burst; +13 vs. Fortitude; 2d6 + 13 thunder damage.
Effect: You jump 11 squares. This movement does not provoke opportunity attacks. Then make a secondary attack.
Each creature in burst; +13 vs. Fortitude; 2d6 + 8 thunder damage, and you push the secondary target 1 square.

Staggering Blast Daily * Arcane, Implement, Psychic
Ranged 10; +13 vs. Will; 3d8 + 13 psychic damage. If the target moves before the end of your next turn, you can knock the target prone during that movement as an immediate interrupt.
Miss: Half damage, and you knock the target prone; see socerous blade channeling.

Dragonflame Mantle Encounter * Arcane, Fire
Immediate Interrupt, Personal; You are hit by an attack
Effect: Until the end of your next turn, you gain a +1 power bonus to all defenses, and any creature that hits you with a melee attack takes 1d6 + 6 fire damage.

Sudden Scales Encounter * Arcane
Immediate Interrupt, Personal; You are hit by an attack
Effect: You gain a +4 bonus to all defenses against the triggering attack.

Narrow Escape Encounter * Arcane, Teleportation
Immediate Reaction, Personal; You are hit by an attack
Effect: You take half damage from the attack. You then teleport 9 squares.

Second Wind (standard; encounter) * Healing Spend a healing surge and regains 21 hit points. Gain a +2 bonus to all defenses until the start of its next turn.

Chaos Burst
Your first attack roll during each of your turns determines
a benefit you gain in that round. If you roll an even number,
you gain a +1 bonus to AC until the start of your next turn.
If you roll an odd number, you make a saving throw.

Chaos Power
You gain a bonus to the damage rolls of arcane powers equal
to your Dexterity modifier. The bonus increases to your
Dexterity modifier + 2 at 11th level and your Dexterity modifier.

Unfettered Power
When you roll a natural 20 on an attack roll for an arcane power,
you slide the target 1 square and knock it prone after applying
the attack’s other effects. When you roll a natural 1 on an attack
roll for an arcane power, you must push each creature within 5
squares of you 1 square.

Wild Soul
When you finish an extended rest, roll a d10 to determine a
damage type.

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

You gain resist 10 to that damage type until the end of your next
extended rest. While you have resistance to that damage type,
your arcane powers ignore any target’s resistance to that damage
type up to the value of your resistance.

Sneak Attack (Encounter)
When you have combat advantage against an enemy an attack you make against that enemy deals extra +3d6 damage if the attack hits. You decide whether to apply the extra damage after making the damage roll.

Daggermaster’s Action
You can spend an action point to reroll one attack roll or
damage roll you made using a dagger, instead of taking
an extra action.

Dagger Precision
You can score critical hits with daggers on a roll of 18–20.

Dilettante (Twin Strike)
At 1st level, you choose an at-will power
from a class different from yours.

Dual Heritage
You can take feats that have either elf
or human as a prerequisite (as well as those specifically
for half-elves), as long as you meet any other
requirements.

Group Diplomacy
You grant allies within 10 squares of
you a +1 racial bonus to Diplomacy checks.

Feats armor proficiency (leather), implement expertise, reaper's touch, sorcerous blade channeling, toughness, sneak of shadows [multiclass rogue], versatile master
Alignment Good Languages Common, Elven, Supernal
Skills arcana +9, athletics +11, bluff +15, diplomacy +12, insight +7, intimidate +15, thievery +14
Str 13 Dex 19 Wis 11
Con 15 Int 9 Cha 21
Equipment +3 veteran's drowmesh armor (leather) (12th), +3 amulet of protection (11th), 2 +2 mage's weapon katar's (10th plus another 200gp), 3800 gp

Equipment Details

Spoiler:

+3 Veteran’s Drowmesh Armor Level
Property: When you spend an action point, you gain a +1
item bonus to all attack rolls and defenses until the end of
your next turn.
Power (Daily): Free Action. Spend an action point. You do
not gain the normal extra action. Instead, you regain the
use of one expended daily power.

BACKGROUND

Spoiler:

Karrnath is young for an adventurer, only 15. Though he's expecting a birthday within the week. The life he knows now began years ago. When he was only six he watched on as his family was killed. The figure moved swiftly, quietly leaving left his mother and father bodies on the floor. Their faces had a serene, but unsettling look. The figure stood before him, a large shadow looming over the dead, and without a word left the home.

Something about the figure was captivating to the child. The boy that was left followed the shadow from that day on. Years passed, no matter when or where the boy kept moving in the steps of the killer. All the while developing survival skills his own. First he learned to steal to feed himself, and than to use the blade to defend of himself. It wasn't until he found himself alone and trapped in a swamp in eastern lands that his true skills began to shine through. The boy, about to be eaten by somekind of carnivorous plant, felt something, a spark ignite. Within seconds the plant, everthing around him was ignited in flames.

By the time he found his way out of the swamp land and back on the Shadow's Path, it was over. Night covered the land, and mist shrouded the area. He could feel the Shadow nearby, he always could since that day. As he drew closer he watched as two dark figures approached each other, within seconds only one dark figure remained. It was then that he knew the Shadow was gone. A since of anger and and loss filled the child. After the figure left, he approached the where the fight took place. The corpses body had calm peaceful look. The boy took his leave.

PHYSICAL DESCRIPTION & PERSONALITY

Spoiler:

Standing 5'6" and weighs 130 pounds, Karrn is slightly muscular and lean. He keeps his auburn hair somewhat short. His most attractive feature are his emerald green though. He's has a tendency to daydream, but other than that is quite a nice person. A quite a few of girls in Wellspring have taken a liking to the considerably handsome half-elf, but Karrn has yet to acknowledge any of them.

Karrn is devoted to his friends, especially his "Big Brother" Sundered Heart, and would do anything for them. When not day dreaming he likes to pratice his "art", and puts on many show in the streets of Wellspring.